ACTOR Actor native //: Thinker { Scale 1 Health 1000 Reactiontime 8 Radius 20 Height 16 Mass 100 RenderStyle Normal Alpha 1 MinMissileChance 200 MeleeRange 44 MaxDropoffHeight 24 MaxStepHeight 24 BounceFactor 0.7 WallBounceFactor 0.75 BounceCount -1 FloatSpeed 4 Gravity 1 action native A_MonsterRail(); action native A_BFGSpray(optional class spraytype, optional int numrays, optional int damagecount); action native A_Pain(); action native A_NoBlocking(); action native A_XScream(); action native A_Look(); action native A_Chase(optional state melee, optional state missile, optional int flags); action native A_FaceTarget(); action native A_PosAttack(); action native A_Scream(); action native A_SPosAttack(); action native A_SPosAttackUseAtkSound(); action native A_VileChase(); action native A_VileStart(); action native A_VileTarget(); action native A_VileAttack(); action native A_StartFire(); action native A_Fire(); action native A_FireCrackle(); action native A_Tracer(); action native A_SkelWhoosh(); action native A_SkelFist(); action native A_SkelMissile(); action native A_FatRaise(); action native A_FatAttack1(optional class spawntype); action native A_FatAttack2(optional class spawntype); action native A_FatAttack3(optional class spawntype); action native A_BossDeath(); action native A_CPosAttack(); action native A_CPosRefire(); action native A_TroopAttack(); action native A_SargAttack(); action native A_HeadAttack(); action native A_BruisAttack(); action native A_SkullAttack(optional float speed); action native A_Metal(); action native A_SpidRefire(); action native A_BabyMetal(); action native A_BspiAttack(); action native A_Hoof(); action native A_CyberAttack(); action native A_PainAttack(optional class spawntype); action native A_DualPainAttack(optional class spawntype); action native A_PainDie(optional class spawntype); action native A_KeenDie(); action native A_BrainPain(); action native A_BrainScream(); action native A_BrainDie(); action native A_BrainAwake(); action native A_BrainSpit(optional class spawntype); action native A_SpawnSound(); action native A_SpawnFly(optional class spawntype); action native A_BrainExplode(); action native A_Die(optional name damagetype); action native A_Detonate(); action native A_Mushroom(optional class spawntype, optional int numspawns); action native A_SetFloorClip(); action native A_UnSetFloorClip(); action native A_HideThing(); action native A_UnHideThing(); action native A_SetInvulnerable(); action native A_UnSetInvulnerable(); action native A_SetReflective(); action native A_UnSetReflective(); action native A_SetReflectiveInvulnerable(); action native A_UnSetReflectiveInvulnerable(); action native A_SetShootable(); action native A_UnSetShootable(); action native A_NoGravity(); action native A_Gravity(); action native A_LowGravity(); action native A_SetGravity(float gravity); action native A_Fall(); action native A_SetSolid(); action native A_UnsetSolid(); action native A_SetFloat(); action native A_UnsetFloat(); action native A_M_Saw(); action native A_ScreamAndUnblock(); action native A_ActiveAndUnblock(); action native A_ActiveSound(); action native A_FastChase(); action native A_FreezeDeath(); action native A_FreezeDeathChunks(); action native A_GenericFreezeDeath(); action native A_IceGuyDie(); action native A_CentaurDefend(); action native A_BishopMissileWeave(); action native A_CStaffMissileSlither(); action native A_PlayerScream(); action native A_SkullPop(optional class skulltype); action native A_CheckPlayerDone(); action native A_Wander(); action native A_Look2(); action native A_TossGib(); action native A_SentinelBob(); action native A_SentinelRefire(); action native A_Tracer2(); action native A_SetShadow(); action native A_ClearShadow(); action native A_GetHurt(); action native A_TurretLook(); action native A_KlaxonBlare(); action native A_Countdown(); action native A_AlertMonsters(); action native A_ClearSoundTarget(); action native A_FireAssaultGun(); action native A_CheckTerrain(); action native A_MissileAttack(); action native A_MeleeAttack(); action native A_ComboAttack(); action native A_BulletAttack(); action native A_PlaySound(sound whattoplay); action native A_PlayWeaponSound(sound whattoplay); action native A_FLoopActiveSound(); action native A_LoopActiveSound(); action native A_StopSound(); action native A_PlaySoundEx(sound whattoplay, coerce name slot, optional bool looping, optional int attenuation); action native A_StopSoundEx(coerce name slot); action native A_SeekerMissile(int threshold, int turnmax); action native A_Jump(int chance, state label, ...); action native A_CustomMissile(class missiletype, float spawnheight, int spawnofs_xy, optional float angle, optional int flags, optional float pitch); action native A_CustomBulletAttack(float spread_xy, float spread_z, int numbullets, int damageperbullet, optional class pufftype, optional float range, optional bool aimfacing); action native A_CustomRailgun(int damage, optional int spawnofs_xy, optional color color1, optional color color2, optional bool silent, optional bool aim, optional float maxdiff, optional class pufftype); action native A_JumpIfHealthLower(int health, state label); action native A_JumpIfCloser(float distance, state label); action native A_JumpIfInventory(class itemtype, int itemamount, state label); action native A_GiveInventory(class itemtype, optional int amount); action native A_TakeInventory(class itemtype, optional int amount); action native A_SpawnItem(class itemtype, optional float distance, optional float zheight, optional evalnot bool useammo, optional bool transfer_translation); action native A_SpawnItemEx(class itemtype, optional float xofs, optional float yofs, optional float zofs, optional float xmom, optional float ymom, optional float zmom, optional float angle, optional int flags, optional int chance); action native A_Print(string whattoprint, optional float time, optional string fontname); action native A_SetTranslucent(float alpha, optional int style); action native A_FadeIn(optional float reduce); action native A_FadeOut(optional float reduce); action native A_SpawnDebris(class spawntype, optional bool transfer_translation, optional float mult_h, optional float mult_v); action native A_CheckSight(state label); action native A_ExtChase(bool usemelee, bool usemissile, optional evalnot bool playactive, optional bool nightmarefast); action native A_DropInventory(class itemtype); action native A_SetBlend(color color1, float alpha, int tics, optional color color2); action native A_ChangeFlag(string flagname, bool value); action native A_JumpIf(bool expression, state label); action native A_KillMaster(); action native A_KillChildren(); action native A_CheckFloor(state label); action native A_PlayerSkinCheck(state label); action native A_BasicAttack(int meleedamage, sound meleesound, class missiletype, float missileheight); action native A_ThrowGrenade(class itemtype, optional float zheight, optional float xymom, optional float zmom, optional evalnot bool useammo); action native A_Recoil(float xymom); action native A_JumpIfInTargetInventory(class itemtype, int amount, state label); action native A_GiveToTarget(class itemtype, optional int amount); action native A_TakeFromTarget(class itemtype, optional int amount); action native A_CountdownArg(int argnum); action native A_CustomMeleeAttack(int damage, optional sound meleesound, optional sound misssound, optional name damagetype, optional evalnot bool bleed); action native A_CustomComboAttack(class missiletype, float spawnheight, int damage, optional sound meleesound, optional name damagetype, optional evalnot bool bleed); action native A_Burst(class chunktype); action native A_RadiusThrust(optional int force, optional int distance, optional evalnot bool affectsource); action native A_Explode(optional int damage, optional int distance, optional evalnot bool hurtsource, optional bool alert); action native A_Stop(); action native A_Respawn(optional evalnot bool fog); action native A_BarrelDestroy(); action native A_QueueCorpse(); action native A_DeQueueCorpse(); action native A_LookEx(optional int flags, optional float minseedist, optional float maxseedist, optional float maxheardist, optional float fov, optional state label); action native A_ClearTarget(); action native A_JumpIfTargetInLOS (state label, optional float fov, optional bool projectiletarget); action native A_DamageMaster(int amount, optional name damagetype); action native A_DamageChildren(int amount, optional name damagetype); action native A_SelectWeapon(class whichweapon); action native A_Punch(); action native A_Feathers(); action native A_ClassBossHealth(); action native A_ShootGun(); action native A_RocketInFlight(); action native A_Bang4Cloud(); action native A_DropFire(); action native A_GiveQuestItem(int itemno); action native A_RemoveForcefield(); action native A_DropWeaponPieces(class p1, class p2, class p3); action native A_PigPain (); States { Spawn: TNT1 A -1 Stop Null: TNT1 A 1 Stop GenericFreezeDeath: // Generic freeze death frames. Woo! "----" A 5 A_GenericFreezeDeath "----" A 1 A_FreezeDeathChunks Wait } }